This file is indexed.

/usr/include/osg/Vec3b is in libopenscenegraph-dev 3.2.3+dfsg1-2+b4.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSG_VEC3B
#define OSG_VEC3B 1

namespace osg {

/** General purpose float triple.
  * Uses include representation of color coordinates.
  * No support yet added for float * Vec3b - is it necessary?
  * Need to define a non-member non-friend operator*  etc.
  * Vec3b * float is okay
*/
class Vec3b
{
    public:

        /** Data type of vector components.*/
        typedef signed char value_type;

        /** Number of vector components. */
        enum { num_components = 3 };

        value_type _v[3];

        /** Constructor that sets all components of the vector to zero */
        Vec3b() { _v[0]=0; _v[1]=0; _v[2]=0; }

        Vec3b(value_type r, value_type g, value_type b) { _v[0]=r; _v[1]=g; _v[2]=b;  }

        inline bool operator == (const Vec3b& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2]; }

        inline bool operator != (const Vec3b& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2]; }

        inline bool operator <  (const Vec3b& v) const
        {
            if (_v[0]<v._v[0]) return true;
            else if (_v[0]>v._v[0]) return false;
            else if (_v[1]<v._v[1]) return true;
            else if (_v[1]>v._v[1]) return false;
            else return (_v[2]<v._v[2]);
        }

        inline value_type* ptr() { return _v; }
        inline const value_type* ptr() const { return _v; }

        inline void set(value_type r, value_type g, value_type b)
        {
            _v[0]=r; _v[1]=g; _v[2]=b;
        }

        inline void set( const Vec3b& rhs)
        {
            _v[0]=rhs._v[0]; _v[1]=rhs._v[1]; _v[2]=rhs._v[2];
        }

        inline value_type& operator [] (unsigned int i) { return _v[i]; }
        inline value_type operator [] (unsigned int i) const { return _v[i]; }

        inline value_type& x() { return _v[0]; }
        inline value_type& y() { return _v[1]; }
        inline value_type& z() { return _v[2]; }

        inline value_type x() const { return _v[0]; }
        inline value_type y() const { return _v[1]; }
        inline value_type z() const { return _v[2]; }

        inline value_type& r() { return _v[0]; }
        inline value_type& g() { return _v[1]; }
        inline value_type& b() { return _v[2]; }

        inline value_type r() const { return _v[0]; }
        inline value_type g() const { return _v[1]; }
        inline value_type b() const { return _v[2]; }

        /** Multiply by scalar. */
        inline Vec3b operator * (float rhs) const
        {
            Vec3b col(*this);
            col *= rhs;
            return col;
        }

        /** Unary multiply by scalar. */
        inline Vec3b& operator *= (float rhs)
        {
            _v[0]=(value_type)((float)_v[0]*rhs);
            _v[1]=(value_type)((float)_v[1]*rhs);
            _v[2]=(value_type)((float)_v[2]*rhs);
            return *this;
        }

        /** Divide by scalar. */
        inline Vec3b operator / (float rhs) const
        {
            Vec3b col(*this);
            col /= rhs;
            return col;
        }

        /** Unary divide by scalar. */
        inline Vec3b& operator /= (float rhs)
        {
            float div = 1.0f/rhs;
            *this *= div;
            return *this;
        }

        /** Binary vector add. */
        inline Vec3b operator + (const Vec3b& rhs) const
        {
            return Vec3b(_v[0]+rhs._v[0], _v[1]+rhs._v[1],
                        _v[2]+rhs._v[2]);
        }

        /** Unary vector add. Slightly more efficient because no temporary
          * intermediate object.
        */
        inline Vec3b& operator += (const Vec3b& rhs)
        {
            _v[0] += rhs._v[0];
            _v[1] += rhs._v[1];
            _v[2] += rhs._v[2];
            return *this;
        }

        /** Binary vector subtract. */
        inline Vec3b operator - (const Vec3b& rhs) const
        {
            return Vec3b(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
                        _v[2]-rhs._v[2]);
        }

        /** Unary vector subtract. */
        inline Vec3b& operator -= (const Vec3b& rhs)
        {
            _v[0]-=rhs._v[0];
            _v[1]-=rhs._v[1];
            _v[2]-=rhs._v[2];
            return *this;
        }

};    // end of class Vec3b



}    // end of namespace osg

#endif